TABLE 7-1: CREATING SYNTENETICS CONT… To figure the advanced syntenetic cost, take the creation cost of the non-advanced version times the listed modifier Continental and Planetary communication syntenetics only work if the planet is TL8+ and has a communication satellite network available Most Mandorian controlled planets have these systems Spell-like and Supernatural ability syntenetic programs only add one to the daily usage of existing spell-like or supernatural abilities They cannot grant new ones You cannot add multiple usages, see footnote Multiple syntenetics can be combined (for the purposes of getting around the maximum number of syntenetics allowed), but for each additional syntenetic that is added, multiply the previous cost of the combined syntenetics by No more than four syntenetics can be grouped together in this fashion You still can only have one type of each of the syntenetic programs installed, grouped or ungrouped (see footnote 3) The time needed to create syntenetics is one day per 1000 cr/gp of the items market price See syntenetic descriptions for creation DC’s and prices To determine the costs for syntenetic creation outside of the descriptions provided for in this book follow these guidelines and reference Table 7-1 • Syntenetics are installed to hosts and can only enhance abilities that a host has, such as, improving the strength in an arm • Syntenetics cannot enhance armor bonuses Syntenetics are not armor or help with the armor class of a host (unless you enhance the host’s Dexterity ability) • Syntenetics cannot enhance saving throws (resistance bonuses), unless you’re enhancing the ability that the base saving throw is derived from • Syntenetic programs can interface and program the host with several abilities depending upon the skills and feats of the creator/programmer The syntenetic program works directly with the host’s mental faculties to govern their actions allowing these skills and feats Skills or skill ranks can be added to the host as long as the particular class can take the skill • You cannot fully utilize a skill rank syntenetic program to its maximum capability if it is higher than 3+your character level, per the Pathfinder Roleplaying Game system You can Creating Syntenetics To create a syntenetic attachment a character must have created (see Craft robotics skill in Chapter 3) or purchased a robotic attachment You must succeed at a T/Mechanical (DC varies depending upon the complexity of the syntenetic) and a T/Electrical check (DC varies depending upon the complexity of the syntenetic) to mix the necessary syntenetic material with the attachment This allows the syntenetics to adhere to the robotic attachment forming a programmable and learning syntenetic The Jusay Geologist feat is required to make the Jusay paste which is the syntenetic material If either or both checks fail, then the syntenetic design is flawed Time spent fixing the design flaw takes 24 hours times the amount failed by the DC checks For example, if a scientist is creating a syntenetic with a DC check of 20, he would make a T/Mechanical check DC 20 and a T/Electrical check DC 20 If he rolls a 17 on the T/Mechanical check and a 21 on the T/Electrical check, he would have to spend 72 hours fixing his design flaw Once he has spent the allotted time he then can make two brand new checks If both pass then the syntenetic is created If a is rolled on either of the checks, half of the supplies are destroyed, including the Jusay crystal substance If he rolls a natural 20 on either of the checks the cost in supplies including the Jusay crystals is halved Experience point loss does not get reduced, just the actual money and crystals used 127